Advantages and Disadvantages

 

This page lists some of the more interesting advantages and disadvantages that you might find in the Dragonlands. It isn't complete; For the full rules, see Furre! Character Generation.
Click here for a printable annotated list of all Unrestricted Advantages and Disadvantages.


ADVANTAGES

* Furre Greater House (3 Points, not available to Bugges) 

This Advantage doesn't mean as much in Drakoria as in Kasuria. Your Pedigree is 12. Likely possibilities:

  • House Yasmeen (Raideth) Equines; famed for their opulent quarters.

  • House Kavillaur (Malcom) Heavyset Mustelines; dates back to the Kingdom of Tellish. 

  • House Sabine (Lithe) Feline; stereotypically swashbucklers, and connoisseurs. 

  • House Carthamine (Aldric) Lupine/Vulpine (Wolves and Foxes) Rivals to Giovarri; Lord Dragar ti'Carthamine rules Aldric. 

  • House Giovarri (Kosh) Dominated by Wolves. The most prestigious Canine clan. 

* Wyrmme Greater House (3 Points, Wyrmmes Only) 

Your Pedigree is 12. There is only one Wyrmme Great House: Imperial House Kaut 

* Lesser House (1 Point, Furres Only) 

Your Pedigree is 11. Likely possibilities: 

  • House Kithain (Raideth) Felines; descended from sea raiders. 

  • House Kelmothand (Malcom) Semi-aquatic Mustelines; dates back to the Kingdom of Tellish. 

  • House Kosani (Lithe) Rodents, mostly Mice; famous as a banking family. 

  • House Broderick (Aldric) Canines. 

  • House Keung (Kosh) Tigers; trace their lineage to exiled Taigorian warlord Jiyarr Keung. 

* Highborn (2 Points, Wyrmmes only) 

Your Pedigree is 11. Wyrmmes do not have Lesser Houses. They may come from the following famous heroic Bloodlines: Tragauth, Margaith, Hellikaun, Yarsha *It's possible that a Furre might have a Highborn Wyrmme ancestor but a Furre child amongst Wyrmmes would be such a disgrace that they could never use it for status in Drakorian society. 

* Kasurian Hero (1 Point) 

In the battles between Drakoria and Kasurian, you've distinguished yourself. You have a modest amount of fame, a modest pension from the government, and the right to prefix your name with "Kil" (example: Kil'Tana) Your Pedigree is now an 11. You're addressed as a Knight, as Sir if you are male, and with Ladysir if you are female. 

* Kajutar Mindscourge Wyrmme (3 Points, Wyrmmes Only!) 

Your specialty is inflicting pain telepathically, an ability that is not possible for Furres or Bugges. Related to the Lords and Ladies of Drakoria, your Pedigree is 11. You most likely have a number of Furre and Bugges slaves in your household. With almost no effort, you can instantaneously inflict a flash of searing pain that paralyzes your thrall for four seconds. Anyone else, you may make an attempt to do so (RPers, roll 2d10 to roll greater than the victim's (Spark+5). 

* Kasurian Dragonrider (3 Points) 

You'll never forget the moment: there you were, with others, as the eggs were hatching. Then, in an instant- your mind and your dragonfriend's were connected by a bond that only death can sever. Your dragon is not telepathic with other dragons. The moment of this bonding is called "impression". Older dragons are about as intelligent as dolphins or chimpanzees but young ones are much like toddlers. You remain telepathic with your Dragon at any distance. 

* Drakorian Dragonrider (3 Points) 

As a reward for your outstanding service to the Empire, you were awarded the right to Bind a dragon. The ceremony was private, with a Kajutar Mindscourge feeding both you and the hatchling a Potion of Binding. You experienced an incredible pleasurable rush of power as you realized the dragon was forever in your possession. You are telepathic with your dragon. Your dragon is not telepathic with other dragons. Your dragon's personality grows more and more like yours as time goes on, until, in time, it is merely an extension of you. You remain telepathic with your Dragon at any distance. 

* Wyrmme Heritage (1 Point) 

You are a Furre, but one of your parents was/is a Wyrmme. Wyrmmes of Drakoria will see you as an abomination; typical Furres of Kasuria might be somewhat suspicious of you if they knew your background. You will feel most comfortable in warm places, as you will have reptilian tendencies to your metabolism. Your senses of hearing, smell and taste will be slightly less keen than a fullblooded Furre's. You might look like any other Furre, or you might be scaly all over. 

* Telepath (2 Points) 

You could be a Wyrmme, a Furre or even a Bugge. You have the ability to mindspeak to someone you know personally, at a range of line-of-sight. If you are blindfolded or blinded, you may only make contact at a range of touch. You can carry on a conversation with a non-telepath but this requires all your concentration. You can do this without effort with another Telepath, as long as you can both see each other. Telepathy can't be used to force information out of anybody or inflict pain; this is the exclusive art of the Kajutar Mindscourge. Telepathy doesn't give off any "waves", so there is no clue to any observers that this is taking place. However, a Telepath always knows if someone else is trying to contact them. Telepathy, or "Mindspeaking", should not be confused with the power of Empathy. Telepathy doesn't transmit emotion. 

* Advanced Telepath (3 Points, Can't be Age_Kid) 

As Telepath, but you can also contact someone with whom you are personally familiar, without the line-of-sight restriction. This is learned through years of arduous practice, meditation, and the like. 

* Antipath (2 Points) 

The Antipath (TM) is cut off from all Telepathy. They cannot be made into a mindslave by a Kajutar Mindscourge, but they also can never be a Dragonrider or speak with mindspeech. For all purposes of telepathy, the Antipath is a null zone. 

* Empathy (2 Points, Not Available to Wyrmmes) 

At a range of line-of-sight, you can gather a general picture of someone else's mood. With a close friend, you can actually feel their emotions. The Telepathy power does *NOT* let you do this. 

* Sidekick (1 Point) 

You have a friend and subordinate. They might be a younger sibling, or they might be a paid servant, or they might be a slave. Note that this Advantage specifically refers to a Sidekick who is a Wyrmme, Furre, or Bugge. 

* Followers (2 Points; should be bought once per organization) 

You have an organization, with NPC members. NPCs may be invented for RP purposes, but the "fictitious" people may not possess any Advantages of any sort, as this is what makes Player Characters special. Examples of followers that you might have are a street gang, a House, a ship's crew, a mercenary company. As a rule of paw, you have 3-20 people in your service. 

* Pet Minidragon (1 Point) 

Sharing a connection similar to a Dragonrider's, you are telepathic with your minidragon but not in telepathic contact with others. They are about as intelligent as a clever dog. 

* Pet_Watchwyrm (-2 Points, Furres only.) 

Cousins to the true dragons, these quadrupeds have small wings but cannot fly. On the ground they would be the match of a true dragon in a fight if it were not for one serious quirk: all Watchwyrms have such sensitive eyes that they are blind by day or on a night when the two moons both shine full. In the dark, when both Raptors and true dragons are rendered blind, however, the Watchwyrm goes about in perfect comfort and awareness of its surroundings. They are physically graceful, with more amiable facial features than true dragons. Their eyes are either milky white or pitch black. They are hatched from eggs, and, when they bond with a Furre they may become diurnal-- using their Furre friend's vision and hearing to navigate! Conversely, the Furre may use the Watchwyrm's keen nightvision in the dark. Villages may not have any Raptor Knights or Dragonriders but they will usually have at least one Watchfurre who keeps the peace and rides a happy-go-luckfriend, y Watchwyrm to which he or she is bonded. A WatchWyrm can carry 2-3 passengers for quite a way. To keep up their sturdy bodies' high metabollisms, they will happily eat anything that doesn't protest. 

* Alchemist: (costs 1 pt per Potion known, minimum 3, and the Rah must grant their approval to the choice of Potions.) 

All the Mage abilities may be accomplished by making Potions. A potion is a one-time use of an ability/effect. To make a potion, the Rah is inflong ormed by the Alchemist. If the Rah decides that the Alchemist character has been played well, then potion comes into being 30 days after that. The potion is "good" for another 30 days, but after that, loses its power completely. It isn't legal to create an Alchemist alt just for their potion-making. 

List A Potions: Color_Change, Sex_Change, Magical_Harm, Kiwi, Ostrix, Aging, Destroy, Scarhawk * Potion of Binding: The subject's mind is made very readable as by those with Telepathy. A Kajutar Mindscourage uses this dreaded drink to permanently enthrall a mindslave. The blood of a Kajutar Mindscourge is an important ingredient. 

List B Potions: Magical_Healing, Lifesaving, Regeneration, Anagathica, Water-Breathing, Water Walking, Resurrection * Potion of Antipathy: For one RL day, all Telepathic effects from or upon the imbiber are null and void. A Kosarian Dragonrider will resume Telepathy with their true dragon afterwards, but any Binding of a Kasurian Dragon or a mindslave will be shattered. One of the ingredients in this potion is the blood of an Antipath. 

DISADVANTAGES

* Mindmute (-1) 

You can be *sent* Mindspeech but you can't speak back, nor can you project feelings or imagery deliberately in any way. You can be a Telepath and possess this Disad. 

* Mindwhipped (-2 Point) 

Drinking a Potion of Binding left you with a permanent strange condition in which *any* Telepath may now use the Kajutar Mindscourge ability upon you. (your resistance is still based on your Spark+5) 

* Mindslave (-3 Points) 

You are the property of a Kajutar Mindscourge. You've been under their influence so long that you are fanatically loyal to them. You have no such feelings for any other Wyrmme, however. 

* Drone (-2 Points, Bugge Only!) 

You are a male Bugge, genetically adapted for carrying things about. Your Build begins at 9 (Small; can be bought up to 10 for 1 Adv. Pt.) instead of 10. Your Education begins at 9 (Uneducated; this cannot be bought lower or raised with Adv/Disad Pts.) You may not have the Advantage "Followers". You have small vestigial wings. You can mate exactly once, but this would be fatal for you. There is absolutely no way around this tragremain ic fact of Bugge existence. 

 

 



 

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